X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=doc%2Fsst-doc.xml;h=ecb52aac0938496331d9ba5d19b6d4eb8b747d5b;hb=74121a21cca010c891ef19a178f9b9acf4d473eb;hp=8510e6db783968e80a07aba275a2dc6d2d05866f;hpb=e535e2ef833a03ec84d0f002d684c07ddde893f1;p=super-star-trek.git
diff --git a/doc/sst-doc.xml b/doc/sst-doc.xml
index 8510e6d..ecb52aa 100644
--- a/doc/sst-doc.xml
+++ b/doc/sst-doc.xml
@@ -34,14 +34,14 @@
-Permission is hereby granted for the copying, distribution,
-modification and use of this program and associated documentation
-for recreational purposes, provided that all references to the
-authors are retained. However, permission is not and will not be
-granted for the sale or promotional use of this program or program
-documentation, or for use in any situation in which profit may be
-considered an objective, since it is the desire of the authors to
-respect the copyrights of the originators of Star Trek.
+Super Star Trek 2K is issued under the BSD license. Nothing in
+this license grants or purports to grant any rights with respect to
+the trademarks, copyrights or other property of the originators of
+Star Trek or their successors in interest. We recognize and support
+their right under the Berne Convention to recover damages for any uses
+of this program which compromise their legitimate interest in
+protecting their copyrights and trademarks or unjustly enrich
+others.
@@ -95,7 +95,7 @@ respect the copyrights of the originators of Star Trek.
Curses Interface By
Stas Sergeev
- SST 2K polishing and historical research by
+ SST2K polishing and historical research by
Eric S. Raymond
@@ -221,7 +221,7 @@ important, and the detailed command descriptions which follow will be
a lot more meaningful to you.
You have weapons: phasers and photon torpedoes. You have a defense:
-deflector shields. You can look at things: long-range scaners,
+deflector shields. You can look at things: long-range scanners,
short-range scanners, and a star chart. You can move about, under
warp drive or impulse power. You can also dock at a starbase, rest
while repairs are being made, abandon ship, self destruct, or give up
@@ -231,6 +231,7 @@ and start a new game.
Starting the Game
+
The program will ask you some setup questions. You can give it
command-line arguments that will be treated as answers. Any token
@@ -252,13 +253,14 @@ The Emeritus game is strictly for masochists.
The fourth question, new in SST2K, sets your game options. A
blank answer or 'fancy' enables all SST2K features. The option
-'plain' disables a number of features (Tholians, planets &
-dilithium, Thingies shooting back, deep-space-probes, Klingon ramming
-and movement, time-warping through black holes, death-ray upgrade),
-approximating the original CDC 6600 FORTRAN game from UT Austin. The
-option 'almy' approximates Tom Almy's C translation from 1979,
-disabling Thingies shooting back, base shields, and time-warping
-through black holes.
+'plain' approximated the original CDC 6600 FORTRAN game from UT Austin
+and disables a number of features: Tholians, planets & dilithium,
+Thingies shooting back, deep-space-probes, Klingon ramming and
+movement, time-warping through black holes, death-ray
+upgrade. inhabited worlds. The option 'almy' approximates Tom Almy's
+C translation from 1979, disabling Thingies shooting back, base
+shields, time-warping through black holes, and inhabited
+worlds.
How To Issue Commands
@@ -328,7 +330,7 @@ abandon ship) must be written out in full. Also, in a few cases two
or more commands begin with the same letter, and in this case that
letter refers to a particular one of the commands; to get the other,
your abbreviation must be two or more characters long. This sounds
-complicated, but you will learn the abbreviations qGuickly enough.
+complicated, but you will learn the abbreviations quickly enough.
What this all boils down to is:
@@ -339,7 +341,7 @@ complicated, but you will learn the abbreviations qGuickly enough.
If you are part way through entering a command and you change your
-minde, you can cancel the command by typing -1 as one of the
+mind, you can cancel the command by typing -1 as one of the
parameters, with the exception of the manual move command.
If anything is not clear to you, experiment. The worst you can do is
@@ -386,7 +388,8 @@ described by an example.
There are ordinary Klingons (K) at sectors 5 - 8 and 6 - 2, and a
Klingon Commander (C) at 9 - 9. The (GULP)
Super-commander
(S) is occupies sector 4 - 4, and a
-Romulan (R) is at 1 - 6. A planet (P) is at sector 7 - 6. There are
+Romulan (R) is at 1 - 6. An uninhabited planet (P) is at sector 7 - 6
+(if it were inhabited, it would display as a '@'). There are
also a large number of stars (*). The periods (.) are just empty
space—they are printed to help you get your bearings. Sector 6
- 4 contains a black hole ( ).
@@ -406,7 +409,23 @@ short-range scan anytime you like.
If your short-range sensors are damaged, this command will only show
the contents of adjacent sectors.
+
+
+
Status Report
@@ -460,12 +479,12 @@ starship as follows:
-LIFE SUPPOR
+LIFE SUPPORT
If ACTIVE
then life support systems are functioning
normally. If on RESERVES
the number is how many stardates your
reserve food, air, etc. will last—you must get repairs made or get to
-starbase before your reserves run out.
+a starbase before your reserves run out.
@@ -595,6 +614,7 @@ galaxy, which you are not permitted to cross.
Long-range scans are free. They use up no energy or time, and can be
done safely regardless of battle conditions.
+
Star Chart
@@ -604,7 +624,7 @@ Shortest abbreviation: C
As you proceed in the game, you learn more and more about what things
-are where in the galaxy. When ever you first do a scan in a quadrant,
+are where in the galaxy. Whenever you first do a scan in a quadrant,
telemetry sensors are ejected which will report any changes in the
quadrant(s) back to your ship, providing the sub-space radio is
working. Spock will enter this information in the chart. If the radio
@@ -713,8 +733,9 @@ the current quadrant, the shortest command would be
and it will be done. In automatic mode, either two or four numbers
must be supplied.
-Automatic mode utilizes the ship's battle computer.
If the
-computer is damaged, manual movement must be used.
+Automatic mode utilizes the ship's battle
+computer.
If the computer is damaged, manual movement must be
+used.
If warp engines are damaged less than 10 stardates (undocked) you can
still go warp 4.
@@ -1029,7 +1050,7 @@ star chart if your ask for it while docked and your own radio is dead.
Mnemonic: REST
Shortest abbreviation: R
-Full command: REST <NUMBER OF STARDATES>
+Full command: REST <NUMBER-OF-STARDATES>
This command simply allows the specified number of stardates to go
@@ -1037,7 +1058,7 @@ by. This is useful if you have suffered damages and wish to wait
until repairs are made before you go back into battle.
It is not generally advisable to rest while you are under attack by
-Klingons.
+Klingons or Romulans.
Call Starbase for Help
@@ -1048,7 +1069,7 @@ Mnemonic: MAYDAY
[Originally, this command was called HELP
, but
-these days that might be misconstrued as an attempt to browae built-in
+these days that might be misconstrued as an attempt to browse built-in
documentation! In some later versions it was CALL.]
When you get into serious trouble, you may call a starbase for
@@ -1096,7 +1117,8 @@ Mnemonic: DESTRUCT
You may self-destruct, thus killing yourself and ending the game. If
there are nearby Klingons, you may take a few of them with you (the
-more energy you have left, the bigger the bang).
+more energy you have left, the bigger the bang). It is possible to
+win this way, if you kill off your last adversaries with the blast.
In order to self-destruct you must remember the password you typed in
at the beginning of the game.
@@ -1246,9 +1268,10 @@ Mnemonic: PLANETS
Shortest abbreviation: PL
-Mr. Spock presents you a list of the available information on planets
-in the galaxy. Since planets do not show up on long-range scans, the
-only way to obtain this information is with the SENSORS
command.
+Mr. Spock presents you a list of the available information on
+planets in the galaxy which are potential dilithium sources. Since
+planets do not show up on long-range scans, the only way to obtain
+this information is with the SENSORS
command.
Freeze
@@ -1433,6 +1456,11 @@ inform you how long the base under attack can last. Since the
Super-Commander
is more powerful than an ordinary
commander, he can destroy a base more quickly.
+Inhabited worlds can be attacked, enslaved, and forced to
+build more Klingon starships. They will send out a distress call
+by subspace radio when they are attacked, and you will lose contact
+with them when they are enslaved.
+
The Super-Commander
travels around the galaxy at
a speed of about warp 6 or 7. His movement is strictly time based;
the more time passes, the further he can go.
@@ -1500,11 +1528,12 @@ the game, your kill rate is based on a minimum of 5 stardates.
You lose—
+300 points for each inhabited world you destroy,
200 points if you get yourself killed,
100 points for each starbase you destroy,
100 points for each starship you lose,
45 points for each time you had to call for help,
-10 points for each planet you destroyed,
+10 points for each uninhabited planet you destroyed,
5 points for each star you destroyed, and
1 point for each casualty you incurred.
@@ -1522,11 +1551,11 @@ Emeritus.
promotion available if you go beyond the Expert
range.
You can also have a certificate of merit printed with your name, date,
and Klingon kill rate, provided you are promoted from either the
-Expert
or Emeritus
levels. This
-plaque
requires a 132 column printer. You may need
+Expert
or Emeritus
levels. You may need
print the certificate to a file, import it into your word processor,
selecting Courier 8pt font, and then print in landscape
orientation
.
+
Handy Reference Page
@@ -1640,14 +1669,25 @@ SST2K website.
Dave Matuszek, Paul Reynolds et. al. at UT Austin played the
Hicks version on a CDC6600, but disliked the long load time and
extreme slowness of the BASIC program. (David Matuszek notes that the
-Hicks version he played had a habit of throwing long
-quotes from Marcus Aurelius at the users, a feature he found
-intolerable on a TTY at 110 baud. It must, therefore, have been
-rather longer than the one we have.) The Austin crew proceeded to
-write their own Trek game, loosely based on the Hicks version, in
-CDC6600 FORTRAN. At that time, it was just called "Star Trek"; the
-"Super" was added by later developers. In the rest of this history
-we'll call it the "UT FORTRAN" version.
+Hicks version he played had a habit of throwing long quotes from
+Marcus Aurelius at the users, a feature he found intolerable on a TTY
+at 110 baud. It must, therefore, have been rather longer than the one
+we have.)
+
+The Austin crew proceeded to write their own Trek game, loosely
+based on the Hicks version, in CDC6600 FORTRAN. Most of the code was
+written in 1973-1974. At that time, the game was just called "Star
+Trek"; the "Super" was added by later developers. In the rest of this
+history we'll call it the "UT FORTRAN" version.
+
+Dave Matuszek reports that the UT FORTRAN codebase he worked on
+in 1973-1974 was like Mayfield's original and most later versions in
+BASIC, in that it used used polar coordinates (a clockface angle
+and a distance) for manual navigation.
+
+Tom Almy writes: "I've received further information that the
+black holes, Tholian web, Super Commander, and Emeritus mode were
+added by Marc Newman."
At the time the UT FORTRAN source was last translated to C it emitted
the message "Latest update-21 Sept 78". Thus, it actually predated
@@ -1655,13 +1695,13 @@ the message "Latest update-21 Sept 78". Thus, it actually predated
Star Trek" published by David Ahl in his November 1978 sequel
BASIC Computer Games.
-This 1978 "Super Star Trek" had been reworked by Robert Leedom and
-friends from (according to Leedom) Mayfield's HP port. There is
+This 1978 "Super Star Trek" had been reworked by Robert Leedom
+and friends from (according to Leedom) Mayfield's HP port. There is
internal evidence to suggest that at least some features of Leedom's
SST may have derived from the UT FORTRAN version. In particular, Dave
Matuszek recalls implementing command words to replace the original
-numeric command codes, a feature Leedom's SST also had but the
-1973 and 1975 SPACWRs did not.
+numeric command codes during 1973-1974, a feature Leedom's SST also
+had but the 1973 and 1975 SPACWRs did not.
One signature trait of the UT FORTRAN game and its descendants
is that the sectors are 10x10 (rather than the 8x8 in Mike Mayfield's
@@ -1670,9 +1710,6 @@ preserves the original numbered quadrants rather than the
astronomically-named quadrants introduced in Ahl's SST and its
descendants.
-
-
-
Eric Allman's BSD Trek game is one of these, also descended from
the UT FORTRAN version via translation to C. However, the mainline version
(now SST2K) has had a lot more stuff folded into it over the years
@@ -1847,7 +1884,7 @@ to filter that flat-text form into an sst.doc that's easy to parse for
command descriptions, and changed some logic in sst.c to match.
-I've cleaned up a lot of grubby FORTRANisms in the code internals --
+I've cleaned up a lot of grubby FORTRANisms in the code internals —
used sizeof(), replaced magic numeric constants with #defines,
that sort of thing.
@@ -1917,6 +1954,9 @@ derived from a still earlier version in use at Penn State University.
References
+These are the original references by Dave Matuszek and Paul
+Reynolds:
+
Star Trek (the original television
series), produced and directed by Gene Rodenberry.
@@ -1936,9 +1976,9 @@ Books)
David Gerrold. Similiar in scope to the above book.
(Bantam)
-The Star Trek Guide, third revision 4/17/67, by Gene
-Roddenberry. The original writer's guide for the television
-series, but less comprehensive than (3) above.
+The Star Trek Guide, third
+revision 4/17/67, by Gene Roddenberry. The original writer's guide
+for the television series, but less comprehensive than (3) above.
(Norway Productions)
The Trouble With Tribbles, by
@@ -1961,4 +2001,66 @@ shops.
+
+Setting the Wayback Machine
+
+SSTK and its ancestors have a long history. One of the
+objectives of this project is to make that history available.
+Accordingly, here is a timeline of the development of SST2K and
+its ancestors, as closely as we can reconstruct it. Someday this
+may become the basis for a "wayback machine" switch that enables
+feature sets by year.
+
+
+1971 — Mike Mayfield's original BASIC Star
+Trek.
+
+5 April 1973 — Grady Hicks's BASIC version fot
+the Taurus.
+
+Summer 1973 — Dave Matuszek, Paul Reynolds, and
+the Austin crew begin work on the UT FORTRAN version.
+
+1974 — Dave Matuszek gets distracted by other
+things, notably a job change and the birth of his first
+child.
+
+c.1977 — Tom Almy translates the UT FORTAN
+version to PDP-11 FORTRAN.
+
+21 September 1978 — This was the date on the
+first version Tom Almy saw, on which he based his C
+translation.
+
+1979 — Marc Newman adds Tholians, black holes,
+super-commanders, and Emeritus mode.
+
+1995-1996 — Tom Almy translates his FORTRAN
+port to ANSI C.
+
+1997 — Tom Almy finds the sources for the UT
+FORTRAN on the Web and merges in features new since the 1978 version:
+EMEXIT, Tholian Web, improved death ray. He adds deep-space probes
+from the DECUS version.
+
+10 October 2004 — ESR starts hacking on Almy's C
+translation, de-FORTRANIZING the code. HELP/CALL/SOS becomes MAYDAY.
+
+
+30 October 2004 — SST2K project started on
+Berlios.
+
+18 January 2005 — First changes merged in from Stas
+Sergeev. The curses interface is added.
+
+September 2006 — BSD features merged
+in. Inhabited-worlds features and weighted critical hits date from
+this time.
+
+
+One as-yet unanswered question is when the code changed from
+distance/direction navigation to coordinate offsets. Dave Matuszek
+believes it must have been after he stopped working on the game in
+1974.
+